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Everything posted by Lunar Ronin
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City of Villains launched on October 31st, 2005, with the pre-order head start on October 27th, 2005. Does the Homecoming Team have anything planned to celebrate the twentieth anniversary of the better game? Balloons throughout Grandville, perhaps? A shiny new badge?
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No room in any of my character builds for it. I take Speed for Hasten and Super Speed, Fighting for Tough and Weave, either Leadership for Maneuvers or Leaping for Combat Jump, and Flight for Hover and Fly because I literally do not see the point in playing a super-powered character without flight. Can't take a fifth power pool, so no Fold Space nor Combat Teleport for me.
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That's why I go a room ahead of the rest of the team while playing melee ATs. It's the only way I can be assured to actually hit a mob without having it yoinked away.
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Forum look and feel changed unexpectedly
Lunar Ronin replied to Scarlet Shocker's topic in Website Suggestions & Feedback
Clear your web browser's cache. If that doesn't help, which web browser and version? -
The second mission of the Mortimer Kal SF "Talk to Odysseus of the Warriors," had a bug where if you were defeated and went to the hospital, you were sent to the hospital in an instanced Talos Island that was on the map. This was "fixed," but it introduced a new superficial bug and IMO, unwanted behavior. Bug: Clicking "Go to the hospital" results in a popup of: "can't find spawn target: Gurney on current map." Unwanted behavior: Now clicking "Go to the hospital" immediately rezzes you right there on the spot while giving you the above popup message. If you were defeated, and you're either soloing the SF, or if somehow most or the entire team is defeated by the Warriors... you're essentially spawn camped by the Warriors. They'll gank you as soon as you spawn, and the only way to stop the cycle is to disconnect. Granted, soloing a SF, many things can go wrong and it's kind of on you. And most of a team or a whole team being defeated by the Warriors in the mission would be unlikely... but not impossible.
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Overhaul Kinetics for Masterminds
Lunar Ronin replied to Lunar Ronin's topic in Suggestions & Feedback
*Sigh*. This is what I mean about Kinetics being an absolute trap of a power set on Masterminds. "The +recharge from Speed Boost is great, it'll make my minions do more damage." +Recharge buffs do absolutely nothing on Mastermind henchmen. They were made to completely ignore +recharge buffs back on live, years and years ago. So Speed Boost simply makes your henchmen move faster, nothing else. -
Honestly, SCoRE/Resurgence should have never ported the Kinetics power set to Masterminds. There's a very good, legitimate reason why Paragon Studios never ported Kinetics to Masterminds: There's very little support for henchmen. As it stands now, Kinetics is a trap power set for players new to the Mastermind AT. "Kinetics is a great power set, I'll pick that!" Only for them to get to high level, and realize that their henchmen are unusually squishy because there's nothing outside of Transfusion to support henchmen... and then blame the AT as a whole. I've seen it time and time and time again over the past six years. It's way too late to remove Kinetics from Masterminds, but at least y'all can overhaul it so it is no longer a trap power set pick. I don't know what that would look like, but I do see something that needs to be addressed.
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Is the game harder to learn today than back on live?
Lunar Ronin replied to Intermipants's topic in General Discussion
That's the nature of MMOGs. As they age, they get more complicated as new systems and new currencies are introduced and pile up. It's not insurmountable though, and it sounds like you're doing a good job of encouraging new players. People just have to take bite-sized chews of game knowledge, and let it accumulate over time. -
Contact: Provost Marchand (Primal Earth)
Lunar Ronin replied to Techwright's topic in General Discussion
It became clear that, towards the end of live with the Going Rogue expansion, Paragon Studios didn't really care to have a coherent game timeline. Dark Watcher telling level fifteen characters that Statesman is dead, replacing Statesman with Positron everywhere, Provost Marchand and Mr. G giving missions at level 35 that take place after the Magisterium Incarnate trial... BTW, the Mr. G (Primal Earth) story arc is the red side equivalent of the Provost Marchand (Primal Earth) story arc, and is just as easily worth doing. As for a Primal Earth timeline, hoo boy. The Praetorian War (old Tina MacIntyre) A Hero's Hero (old Maria Jenkins) The Instant Army (new Tina MacIntyre) A Hero's Epic (new Maria Jenkins) Apex Task Force Tin Mage Task Force Admiral Sutter Task Force BAF Incarnate Trial Lambda Sector Incarnate Trial Keyes Island Reactor Incarnate Trial First Ward story arcs The Underground Incarnate Trial TPN Campus Incarnate Trial Minds of Mayhem Incarnate Trial Dark Astoria (new) story arcs Dilemma Diabolique Incarnate Trial Night Ward story arcs The Emperor's Sword (Belladonna Vetrano) Magisterium Incarnate Trial Void Sanction (The Major) Provost Marchand (Primal Earth) story arcs Mr. G (Primal Earth) story arcs Praetoria's Last Gasp (Number Six) -
Why do half my characters back pedal now?
Lunar Ronin replied to Denariusjay's topic in Help & Support
Menu > Options > Controls > Mouse: Change "Invert Mouse" to "Invert" (it's been changed, normal is what inverted was). Then make sure "Look Up and Down" is set to "Free Look," and "Free Camera Movement" is set to "Disabled." Then click on "Save Options to File" at the bottom of the options menu. Menu > Options > Keymapping: If you don't use any particular binding setup, change "Keybind Profile" to "Classic." Then click on "Save to default file" to the right. You'll have to load the options and load the keybind profile on all of your characters, but that should fix it, and any character you make in the future will automatically use the original City of Heroes controls -
If you want level 1-49 content that isn't face-rollable, play red or gold sides. I'm not saying that it is challenging (well, a couple of gold side missions are), but it's not face-rolling easy as blue side. A big part of the problem is that quite a few of the people who scream that leveling content is too easy refuse to play anything other than blue side... which is where all of the face-rollable content is.
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You don't have to worry about shards consolidating. It's been pointed out by developers many times over the past few years that it will never happen, for various reasons. Just every once in a while (especially on the City of Heroes sub-Reddit), someone who thinks that everyone should be playing on Excelsior or Everlasting despite their preferences brings it up.
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With free shard transfers, if we wanted to play on Excelsior or Everlasting, we already would be there.
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I can't see the griping about villains running around Paragon City when you have Longbow running around, using flamethrowers willy nilly. Heck, the villains will probably do less damage.
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Design, economics, Klingon invasion. It doesn't matter why, it just matters that the speed of gameplay has changed significantly between live and Homecoming. Also, some people have left Homecoming because they dislike City of Heroes reflecting modern gaming. Including myself, I left for over a year because of it. So, sure, you retain some, but you also lose others. And yeah, you kind of are forced to speed run. As I mentioned above, if you form a kill most level 45+ TF/SF via the LFG channel and make it explicitly clear that it's a kill most, odds are good that some Joe Schmoe will intentionally try to speed run it on everyone anyway because he or she values his or her time more than yours, and speed running has become the default assumption and expectation.
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Advertise any level 45+ TF or SF in the LFG channel explicitly as "kill most," and odds are good that some jerk will join and then intentionally try to speed the TF or SF up "because while you may have time to waste, I don't." When you notice him or her speeding off, that's when you teleport him or her back to the group. If he or she doesn't accept the TP, /kick. If he or she speeds off again, /kick.
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Yes, and there are people who strongly dislike that game design change, and prefer the way City of Heroes used to be played.
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One of the points of the article is that wasn't always the case with City of Heroes. While there were always speed runners back on live, it was nowhere near as prevalent and expected as it currently is on Homecoming, and the game has changed substantially as a result, and perhaps lost something special in the process of becoming "every MMO."
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... Those are all nerfs to Tankers as they stand on live today.
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Uhh... Tankers are getting nerfed, not buffed.
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A couple of zones were notorious for having radio missions choose an AE building for its door location (Faultline in particular), but I thought that this had been fixed a few years ago. What shard, and could you give the exact mission name, please? "Access the Arena matrix" doesn't ring a bell. There's a Matrix room in the PI and Port Oakes arenas, but there wouldn't be any mission for that. Also, see if you can drop or auto-complete the mission, and pick up a new one in the worst case. I am a great big dummy, see Glacier Peak's post below.
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What would you do if you were a DEV?! (Fun Ideas Talks)
Lunar Ronin replied to SSR's topic in General Discussion
Revert the game back to Issue 17 as much as possible, sans new power sets, power set changes, and supergroup changes. Incarnate abilities? Gone. ATOs? Gone. Winter origin enhancements? Gone. PPM? Gone. ATs would be side-locked again. Probably a good thing that I am not a developer. -
Turn bosses on while solo. It will be the sole boss Gunslinger in the mission.